So you don't have to land... but if you don't then you fall. Interesting.Yup!
At-Will / Arcane
Move Action Close burst 5
Target: You or one ally in burst
Effect: The target can fly a number of squares equal to your Dexterity modifier as a free action.
All in a lovely shade of green.
Yup!
At-Will / Arcane
Move Action Close burst 5
Target: You or one ally in burst
Effect: The target can fly a number of squares equal to your Dexterity modifier as a free action.
All in a lovely shade of green.
pssst....baberg...is it okay to freak out now? Has the burden of brokenness been met in full?
OK, I gotta ask...."IMBA"?
I was distressed to see that most of the feats for wizards had fairly high ability score prerequisites. While most can be met, it sure puts a strain on a character ...
It is particularly bad because A) simply being in the backfield does not stop melee attacks from reaching you--at the very least, someone has to form a front line to protect you--and B) the pretext that in order for any encounter to be deemed "good" encounter it has to include a compliment of ranged attackers is pretty questionable.I don't see how this is particularly bad, since any good party would have the Sorcerer in the backfield anyways - and any good encounter is going to have at least a few ranged attackers to plink away at him while he moves around.
This is a pretty equivocal statement. Rather than deeming Dominant Winds to be a poorly-thought-out power with tons of abuse potential, the rationale becomes that any encounter is "poorly-thought-out" because it fails to account for a character that has an extra plane of movement.Dominant Winds will break poorly though-out encounters. It's not going to break the game.